Ultimate Mapping Resource Pack 2014-11-06

A bunch of stuff to help you map efficiently.

  1. A Boojum Snark

    aa A Boojum Snark Toraipoddodezain Mazahabado

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    There we go. New features added to the FGD.
     
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  2. Freyja

    aa Freyja ¯\_(ツ)_/¯

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  3. Wraith411

    Wraith411 L1: Registered

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    This. Is. Godly. Thank you sir.
     
  4. Boylee

    aa Boylee pew pew pew

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    This looks incredible, unfortunately the installer doesn't run under 64 bit windows (I'm guessing it's a 16 bit installer). Is there any other way of getting this into hammer (aside from getting someone else to install it and share their whole SDK folder)?
    Cheers.
     
    Last edited: Oct 29, 2009
  5. Freyja

    aa Freyja ¯\_(ツ)_/¯

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    I'm running windows 7 64 bit and it works fine for me?
     
  6. eerieone

    aa eerieone

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    same, win7 x64, works perfectly

    try installing as administrator
     
  7. 4tonmantis

    4tonmantis L1: Registered

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    Fantabulous...beyond just being helpful, this inspired me to look into making my own prefabs and explore other topics in map-making that I wouldn't have looked into after a long while otherwise. Thanks a million!
     
  8. Boylee

    aa Boylee pew pew pew

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    Oh fair enough, my bad.
    I'm getting an error which says:
    The version of this file is not compatible with the version of Windows you're running. Blah blah blah

    I'm on Win7 ultimate x64, and I am running it as admin. :'(
     
  9. A Boojum Snark

    aa A Boojum Snark Toraipoddodezain Mazahabado

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    Hmm, I'll have a look around for answers. Have you tried compatibility mode?
     
  10. Boylee

    aa Boylee pew pew pew

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    Thanks dude. Yeah I've tried compatibility mode (with different modes of Vista and XP) To no avail. Is there a way to do a manual install? Like get a friend to upload the files the installer creates and dump them in my SDK folder?
     
    Last edited: Oct 30, 2009
  11. 4tonmantis

    4tonmantis L1: Registered

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    Snark:
    Sorry if these questions should be more obvious but I am trying to minimize the number of headaches when I bring this in. At the moment the map just has basic CTF ( i was following a mapping tutorial when I started) and I'm trying to transition it using your game types.

    Specifically, I'm trying to utilize your TC system. I understand the concept but I'm a little unsure how to bring it into my map. I've probably messed up by building that first but my confusion is what each of the items is supposed to do.

    For instance, what is the proper way to use your blocking walls? What sequence do you have set up for them currently?

    Are there specific pairings that need to maintain a certain distance? My map is planned to span pretty far from the initial starting territory until the last territory. Is this going to be possible or am I going to need to re-think that?

    If I used your spawn doors and had added my own filters do I need to remove those to allow for the TC filters to do their job? Is the naming convention the same for the triggers as what you've provided in your model library?

    EDIT:
    ALSO; Do I need to put the appropriate number of spawn entities at each of the CPs? That seems like a dumb question but I'd rather know that before trying to have my clan test this... So far a single spawn is all I would be aware of since I'm testing locally...
     
    Last edited: Nov 1, 2009
  12. Nutomic

    Nutomic L11: Posh Member

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    You could extract all files using 7-zip, just right-click and choose "extract here". You only have to find the right directories.
     
  13. Boylee

    aa Boylee pew pew pew

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    Unzipping an exe? News to me but I'll give it a try, thanks for the suggestion :D
     
  14. A Boojum Snark

    aa A Boojum Snark Toraipoddodezain Mazahabado

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    Updated. Changes in main post as usual.

    mantis: that's not exactly a question with an easy answer. making TC CTF is a pretty complicated thing.
     
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  15. 4tonmantis

    4tonmantis L1: Registered

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    I'm sorry if it came across like I was looking for a breakdown on how to do TC, but I was trying to specifically figure out your intended mechanics:

    The hiding walls... are they just there to show the logical sequencing? My map is built in a way that they're not really necessary. Will it break the system if I remove them?

    The single spawn entity...do I need to clone him at each CP's spawn point or will my func_r_r follow the single entity around?
     
  16. A Boojum Snark

    aa A Boojum Snark Toraipoddodezain Mazahabado

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    If you don't need the walls you can remove them. Those are just for confining players to the active zones.

    You need 16 copies of the spawn to support all players on a team, inside your one func_rr... not exactly sure what you are asking, though.
     
  17. Boylee

    aa Boylee pew pew pew

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    It appears that dropbox was only sending me about 600 bytes of the file. :blushing:
    Anyway, legendary stuff, thank you for such a great resource.
     
  18. A Boojum Snark

    aa A Boojum Snark Toraipoddodezain Mazahabado

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    :/ Redownload it if you got the November update. In my rush I managed to forget to actually put the new prop library in the installer. :facepalm:

    edit: again, please, if you got it in those few minutes. /stabself
     
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    Last edited: Nov 3, 2009
  19. 4tonmantis

    4tonmantis L1: Registered

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    Was asking if all 16 have to be at each of the points or just 16 in the main respawn room? Thanks for being patient...I'm still trying to figure all of this out.
     
  20. A Boojum Snark

    aa A Boojum Snark Toraipoddodezain Mazahabado

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    I'm afraid you'll need to explain better what the map you are making is. In normal TC there is no "main" respawn. Each CP has it's own related spawn room with 16 spawns.